• Oztea 1939 Global

    8
    0 Votes
    8 Posts
    1k Views
    B
    @wc_sumpton right on thanks again. I'll give it a go
  • How do I call new nations in World War 2 v5 SE?

    5
    0 Votes
    5 Posts
    912 Views
    SchulzS
    You need to name it Chinese instead China for the easiest way to bring China. Then copy the XML and give a different name. Then examine the XML. It is not complicated.
  • NWO and NWO 5 nations victory condition

    2
    1 Votes
    2 Posts
    611 Views
    RogerCooperR
    Many scenarios have no victory condition defined.
  • AA50 with Maintenance

    Moved
    2
    5 Votes
    2 Posts
    2k Views
    C
    Moved to Maps & Mods.
  • Spring 1942

    5
    0 Votes
    5 Posts
    2k Views
    zoozocZ
    Oops, I think I spoke in ignorance here. I didn't realize that there are two editions of "Spring 1942". I apparently own the 1st edition. The 2nd edition does indeed appear to be "World War II v5"
  • Can someone make/find a few icons for me?

    1
    0 Votes
    1 Posts
    521 Views
    No one has replied
  • War at War changes

    6
    0 Votes
    6 Posts
    1k Views
    SchulzS
    Upkeep is possible to implement, the important one is finding good upkeep/cost ratio and in my experiences with upkeep, it works best with 5%-10%. For example infantry cost is 2 and 0.1 upkeep (5%) would work perfectly. But armour upkeep should be definitely higher than 5% but still should not be higher than 10%. Yes, draw means nobody wins and nobody lose pretty much same with chess. Because of the cumulative aspects of games, the loser side really cannot turn the tide of the war and the fate of the games always seales in the middle of games and just there should have been draw option that gives a good reason the loser side to continue.
  • Fallen Empire

    92
    2 Votes
    92 Posts
    54k Views
    SchulzS
    @alkexr I was trying to make upkeep as visible source in the purchase screen in my map like that but couldn't find a way because its not a resource. I am using <option name="createsResourcesList" value="-x:PUs"/> tag to represent upkeep. Wondering is turning into supply like this system the onyl way to make is visible?
  • Fixed Scenarios from the Repository

    21
    0 Votes
    21 Posts
    6k Views
    RogerCooperR
    @ff03k64 I don't remember exactly. With the way TripleA runs now, it easy to find which images are missing.
  • Oztea 1942 needs to add "Original Owners" for territories

    4
    0 Votes
    4 Posts
    928 Views
    B
    @JOSEPH-PRINCE border-gore is aptly named lol I think i got em all. Uninstall and reinstall and you should be good to go. I added a notification at game start with version and date as I didn't do a yaml PR. I must of spaced it's own thread so we'll just make this it for the future
  • world at war with red dot units

    3
    0 Votes
    3 Posts
    696 Views
    A
    Thank you very much
  • Which mods have tech trees like age of tribes?

    8
    1 Votes
    8 Posts
    1k Views
    Teddy SelfT
    Thanks for the info, if anyone is interested in this scenario I have altered just tell me where to upload it. You will play as northern starting on turn 2.
  • Need Relief Tiles

    39
    0 Votes
    39 Posts
    10k Views
    MirkoBrunerM
    @Schulz Nice, I have added to shades of "shores" so far but I still don't know exactly what it would be the best approach. Thanks!
  • Churchill's 1939

    11
    0 Votes
    11 Posts
    2k Views
    RogerCooperR
    @JOSEPH-PRINCE Try this http://www.rogercooper.com/churchills_1939.zip There is no point to sending the xml, as I have not changed the xml. To make this work, you will need to create art for antitank and tank_destroyer. I don't know of any scenario that used those unit types. The Benelux flag is from https://en.wikipedia.org/wiki/Flag_of_Benelux.
  • Operation Unthinkable and Operation Dandelion

    31
    1 Votes
    31 Posts
    9k Views
    RogerCooperR
    @Major-Arcana The historical situation was fairly interesting. With many US troops withdrawn from Europe, the British government was estimating the Soviets had a 2.5 to 1 superiority in ground forces, but the Allies were superior in the air. Could the British hold the line until the US redeployed? A good scenario for Europe-only game, especially with more realistic air rules. For a world game, one could add Communist guerillas popping up and the Japanese continuing the Pacific war.
  • new_world_order_lebowski_edition missing image

    5
    0 Votes
    5 Posts
    881 Views
    F
    @LaFayette I could also just leave it white and let Russia have a special one. I don't know how to hue shift.
  • Iron War: Europe - Official Thread

    67
    2 Votes
    67 Posts
    43k Views
    F
    Been playing Europe instead of the whole world. Couple of thoughts. I am playing all of one side against the AI. Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies. The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory. Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied. After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though. SS troops seem to need a higher TUV value. They are picked first for casualties.
  • Question about triggers

    4
    0 Votes
    4 Posts
    836 Views
    F
    @Mas-N invert values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect). line 2922 of POS2. Wouldn't that do what you want? Or am i reading something wrong?
  • Single Player Maps

    5
    0 Votes
    5 Posts
    2k Views
    RogerCooperR
    @AprilForever It is fun to play Australia and to optimize its play. Well-timed attacks and retreats can throw the Japanese off-balance and divert the Japanese enough to give the Allies victory. I general, it is more fun to play one of the Allies with everyone else on AI and try to depend on your AI allies.
  • World War II v5 1942 Second Edition

    43
    0 Votes
    43 Posts
    20k Views
    SchulzS
    I've saw overall negative views for this map campared to revised and anniversary no idea if it because of balance or fun issue. The vanilla one is biased towards Axis. Even inTR set up they still give 6 bid to allies. I think it would be better with Italian presence and reducing armour cost to 5.

Recent Posts

  • i think that aura is also very important, which swan knights used to have.
    the spiders are too cheap and very good in defense.
    These two units now require some adjustments.

    read more

  • @Cyanfire said:

    Combining the Woodland Realm and Lorien into the Silvan Elves was overall a good choice since the Woodland Realm in v2 didn't really do anything unique for Good.

    I'm not a player of this map (yet) and do not know much about the lore of the game (and have no problem believing that the merge is good for game-play), but I've two doubts based on lore and realism.

    Shouldn't they be two separated realms (players) because they are actually separate polities with separate non-subordinate rulers? (I mean, the fact that they are both elves should not matter, or else there would be a single realm (player) for all humans.) Even if it would make politically and socially sense for them to be the same realm (player), this is economically particularly absurd as it is hard to think that resources collected in one can be used to raise armies in the other one. (I get that this is generally true for whatever player and that game-play dynamics can assure fair distribution in the use of resources.)

    On the other hand, I can imagine that it is particularly absurd that the two elven realms (or whatever they are: I know very little about the lore) cannot attack together if divided (but this is really a problem of TripleA which goes as far back as Classic, with British and Americans being unable to invade Western Europe together, which is however not usually solved by merging British and Americans into a single Anglo-Americans player).

    read more

  • After a very interesting conversation with AI, I am now considering the following system.

    Aircraft are allocated to theaters, as now. For example, the Eastern Front is the Luftwaffe against the Soviet Air Force.

    There is a dogfight phase. Only air superiority aircraft participate in dogfights. This means fighters, advanced fighters, jets, and (new unit type!) heavy fighters. During the dogfight phase, all aircraft fire at their dogfight values. Destroyed aircraft are removed.

    Then, there is an interception phase. Fighter-type aircraft fire at their interception values. Bombers fire back at their defensive fire values. Destroyed aircraft are removed. Damaged bombers are aborted.

    Any bombers which weren't destroyed, and which weren't aborted get to bomb whatever targets they had in mind. Strafing armies, attacking navies, or strategic bombing raids.

    To make this more concrete: a fighter would have a dogfight value of 3 and an interception value of 3. A heavy fighter would have a dogfight value of 2 and an interception value of 4 or maybe 5. Also it would cost a little more than a normal fighter.

    I don't know for sure how this will actually work without play testing. But here is what I hope would happen. The Soviet player sees that Germany is able to allocate, say, 10 fighters and 6 dive bombers to the eastern front. The Soviets have 5 fighters, a dive bomber, and a heavy fighter they could allocate. The dive bomber hides in Siberia so it won't be shot down during the interception phase. The rest of the Soviet air are sent to the eastern front. The Soviets lose more air than the Germans during the dogfight phase. But, at least the German dive bombers didn't get to fire during the dogfight phase, so that made it a bit more even. Most of the Soviet fighters survived the dogfight, earning the chance to intercept the German dive bombers. The chance to kill or abort some of the dive bombers helps balance out this air battle. This balancing out is what induced the Soviet player to participate in the air battle in the first place, instead of hiding his entire air force in Siberia.

    read more

  • @Vendetta said:

    One of the unique techs I outlined for Germany in my set was “Flak Towers.” The effect I intend it to have is that if facility AA has a near miss against a strategic bombing raid (i.e. rolls a 2 by default, or a 3 if you have AA Radar tech), the bomber will be forced to abort its mission and go home without dealing any damage - but it will get to fly back without being shot down.

    I also outlined a “Flying Fortresses” tech which would be available to everyone, but the US would have a bonus making it easier to develop. That tech would make any hit scored by AA fire against a strategic bomber require a hit on a second roll to confirm and shoot it down. If the confirmation roll misses, the bomber aborts the mission but survived and returns. The bonus would not apply against interceptions by fighters - if they score a hit, it’s a kill.

    Allowing situations where the defense can succeed but the bomber can survive struck me as a good way to play with the balance of the strategic bombing game without giving the bombers extra hit points. It works easily enough on tabletop, whether it can be translated into the TripleA engine is something I’ll have to find out.

    Could be a good way to fine tune the balance in your bombing war meta without ping-ponging between either the defenders or the bombers being wiped out in one sided massacres.

    It would take some extra work to make it play nice with your multiple hit point system. One thought that comes to mind is having the AA/interceptors roll two sets of dice per turn. One set inflicts damage as normal, while the other forces a retreat if it hits. That way you’d end up with a range of possible outcomes - they might get through and bomb the target with or without taking damage, or they might get sent back to base with or without damage, or they might get shot down.

    I don't know if you've played Axis and Allies Naval Miniatures. If you haven't, I'd strongly recommend it. It's a very good game.

    The reason I bring it up is because it has the same "aborted" concept you are describing here. That game's combat system is a little different from normal Axis and Allies. Let's say you have an aa gun with a value of 8. That means you roll 8 dice. Each die roll is either a hit or a miss, except that a 6 counts as two hits. You then count up your hits and compare them against the plane's armor and vital armor. Maybe a plane has armor 5 and vital armor 7. If you get hits at least equal to a plane's armor, it's aborted. It lives, but it doesn't get to attack ships or subs for the rest of the combat round. If you get hits at least equal to the plane's vital armor, the plane is killed outright.

    In my test games of Flames and Steel, I've noticed that most of the time air theaters are uncontested. The side with air supremacy is able to strafe the armies of the side which has lost control over the sky. But, some of the time, an air theater can be contested. In which case, things can get very destructive very quickly. I'm okay with that in and of itself. A game doesn't need 20 rounds of huge stacks building up to be a fun game.

    I have two concerns about the way the air aspect of the game currently operates.

    Game balance. In some of my example games the air part has unbalanced the game in favor of one side or the other. All or nothing proposition. If a nation knows it will be the weaker party in an air theater, its best option is to avoid participation in that theater entirely. When the time does come to participate, it should do so in massive force.

    I can always tweak stuff for game balance. The deeper concern is the all or nothing aspect to air combat. Axis and Allies Naval Miniatures managed to avoid that problem. The sky was generally contested every round. Every round both sides' bombers would strike naval targets. I realize that Naval Miniatures is a simulation of an individual naval battle, not a world war. Even so, the "contested sky" aspect of that game is something I'd like to bring into Flames and Steel.

    The way I see it I have two options.

    Keep my current system. It isn't perfect, and it loses the "contested sky" aspect I would have wanted. But most aspects of the game are working as intended, and that's something which makes me very happy.

    Completely rethink my approach to air. I don't know what the new approach should be. But I do know that I want the following:

    Aircraft fighting each other for control over the sky. Aircraft specialized for specific roles. In my current iteration, dive bombers, torpedo bombers, fighters, medium bombers, and strategic bombers each have a unique purpose.
    read more